Hi, I'm Jordan Mechner, creator of Prince of Persia. I've written and drawn a graphic novel, "Replay," that tells my story of four decades making games... and the story of my family.
jordanmechner.com
In 1985, I asked my brother David (age 15) to be the rotoscope model for my new game, Prince of Persia.
38 years later, I've made him a (present day) cartoon character in my new graphic novel memoir REPLAY.
jordanmechner.com/en/books/repla…
Thanks, bro!
@01FirstSecond@stripepress
Who remembers this moment in Prince of Persia (1989) where a magic mirror suddenly blocks the hero's path (and what happens afterward)?
This moment was actually never planned to be in the game. My original vision was a game with lots of traps, but NO enemies... (1/10)
Prince of Persia development journal update from 35 years ago today (August 13, 1989): "Today I put in the mouse."🐭
The moment when the princess's friend unexpectedly shows up to help the prince is one of my favorite in the game. My friend Tomi suggested it... 1/7
Happy birthday to DOOM ! 🎂(John, apologies for the artistic liberties taken in this panel. My memories of 1993 are vivid, but unlike yours, not photographic.)
Happy 30th birthday, DOOM. I'm grateful to have been a part of this incredible team. Thank you for playing our games, and thank you for keeping DOOM alive, all these many years.
Happy birthday to @princeofpersia, released on Apple II 35 years ago today!💾🕹️
I tell the behind-the-scenes story in my 1980s "The Making of Prince of Persia" journals,📘 and in my new graphic novel memoir "REPLAY."📕You can check out both books here: jordanmechner.com/en/books/
If you recognize these movements, you may be a rare player who made it to the end of a rather difficult game!
More behind the scenes at jordanmechner.com
Video recorded 1989 in San Rafael, California. Models: Brian Eheler (my Broderbund product manager) and Tina La Deau
We wanted our 1997 adventure game "The Last Express" to feel like you were on board a luxury train in 1914, filled with passengers and crew going about their lives in real time.
So, we wrote and recorded a ton of incidental dialog... 1/4
Hi, I understand there's been some controversy about what a @princeofpersia hero should look like. I think it's time for me to provide an official style sheet that everyone can refer to. Please see attached. I hope this helps settle things once and for all.
What I was playing in 1985 instead of working on @princeofpersia... and what I'm playing now in 2024 instead of working.
Time is an ocean in a storm.
jordanmechner.com/en/#news
I created this watercolor artwork for a friend on the occasion of the French publication of REPLAY. It was one of the few times I've done an original not meant for reproduction or a gallery.
This is the first photo of it I've released. (Hope he doesn't mind.😎9/10
Tore through @romero's "Doom Guy" in two days. I was moved, & learned a ton. His open and insightful account of 1980s, 90s & 2000s game-dev stirred powerful memories.
Reading chapter 5, I felt like I finally got to meet the crazy kid who wrote & mailed this letter in 1985.💾📨
This is how the game looked in 1988 (Apple II version, work in progress video). I figured it had most of the features it needed, and was close to alpha.
My friend Tomi was infuriatingly unimpressed. She kept telling me it was no fun without combat. (2/10)
This is the rotoscoping tool we built to create the animation for The Last Express. At left: bluescreen footage with special rotoscope-friendly costumes and makeup. We shot on 16mm, under super bright lights for fast shutter speed & to reduce shadows. Vintage 1995 technology!